Why the resistance to limiting spellcasters?


Pathfinder First Edition General Discussion

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kyrt-ryder wrote:
The Sword wrote:
Regarding the tiers and media characters how did you decide where to put people?

Spell levels. The way the spell levels and opposition change the game with level dictates the tiers into which the game progresses.

Codifying the tiers makes certain all classes get to play the same game.

So you don't wind up with a party like this

Quote:
Surely demi-God status is what mythic is for? The ability to not die and/or high star points/templates.
Not if you take the game past level 12. Do that and the casters are definitely getting Demi-God s+$+, so either give it to martials as well or forbid them from being player characters.

How do you define powers as being demigod or not?

Why on earth would you forbid someone who wanted to play a martial getting to play one? I don't understand the rationale...


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The only reasons to forbid someone playing a martial are as follows:

A- you refuse to allow Martials to perform appropriate to their tier.

B- you take the game past level 12 without nerfing magic and the opposition.

As to why I would do it? Because I don't want to see yet another player heartbroken when he realizes that his party mate solves all the problems by summoning a horde of angels and his badass BMX skills accomplish nothing of value.

My definition of 'demigod or not' is what the spells are doing.

Take a look at 7th level spells. That ain't 'human' level magic anymore.


kyrt-ryder wrote:

The only reasons to forbid someone playing a martial are as follows:

A- you refuse to allow Martials to perform appropriate to their tier.

B- you take the game past level 12 without nerfing magic and the opposition.

As to why I would do it? Because I don't want to see yet another player heartbroken when he realizes that his party mate solves all the problems by summoning a horde of angels and his badass BMX skills accomplish nothing of value.

My definition of 'demigod or not' is what the spells are doing.

Take a look at 7th level spells. That ain't 'human' level magic anymore.

Negative Kyrt.

Why do YOU care about the power level of another character? That is the thing here. Most Martial players DON'T CARE if the Wizard has more power to alter the narrative than they do. They are having fun.

Why take that away from them because you want them to be more powerful?

This is like those old WoW issues where some jerk would kick someone from the group because their DPS wasn't within the desired range even though they were still succeeding.


The Sword wrote:
I always thought that sketch would loose its potency if instead of being a guy on a bmx it was a 6'2" Arnold Swartznegger equivalent in a suit of adamantine full plate and a sword five long, moving through a series of small dark rooms.

Nah, not really. How much good is The Terminator really going to accomplish next to Angel Summoner?

Fully equip him with all the man-sized [including far too heavy for a man to actually use] weapons of our era and he becomes a little more useful... when the mission's only objective is death and destruction.

Fully equipped [sans bombs/nuclear weapons] Model T-800 Terminator is only a level 8-9 concept [either the peak of Tier 2 or the bottom of Tier 3], nothing more.

If you want to take Terminator up to Tier 4 you need the T-3000 [Nanobot Terminator]

edit fixed a typo about armed terminator tier


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HWalsh wrote:
kyrt-ryder wrote:

The only reasons to forbid someone playing a martial are as follows:

A- you refuse to allow Martials to perform appropriate to their tier.

B- you take the game past level 12 without nerfing magic and the opposition.

As to why I would do it? Because I don't want to see yet another player heartbroken when he realizes that his party mate solves all the problems by summoning a horde of angels and his badass BMX skills accomplish nothing of value.

My definition of 'demigod or not' is what the spells are doing.

Take a look at 7th level spells. That ain't 'human' level magic anymore.

Negative Kyrt.

Why do YOU care about the power level of another character? That is the thing here. Most Martial players DON'T CARE if the Wizard has more power to alter the narrative than they do. They are having fun.

Why take that away from them because you want them to be more powerful?

This is like those old WoW issues where some jerk would kick someone from the group because their DPS wasn't within the desired range even though they were still succeeding.

To quote myself from the very text you quoted my friend...

Quote:
As to why I would do it? Because I don't want to see yet another player heartbroken when he realizes that his party mate solves all the problems by summoning a horde of angels and his badass BMX skills accomplish nothing of value.

Why do I say this? Because I've seen it time and time and time again. That's why.

Now if somebody came to me and told me they WANTED to play an underpowered character, I'd be willing to find a way to accommodate them somehow.


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kyrt-ryder wrote:

The only reasons to forbid someone playing a martial are as follows:

A- you refuse to allow Martials to perform appropriate to their tier.

B- you take the game past level 12 without nerfing magic and the opposition.

As to why I would do it? Because I don't want to see yet another player heartbroken when he realizes that his party mate solves all the problems by summoning a horde of angels and his badass BMX skills accomplish nothing of value.

My definition of 'demigod or not' is what the spells are doing.

Take a look at 7th level spells. That ain't 'human' level magic anymore.

So you save people from themselves. How very paternalistic of you.

Best character in our skull and shackles campaign - swashbuckler
Best character in our Warhammer Fantasy campaign - scout ranger
Best character in our northlands campaign - sword and shield fighter
That is in both terms of interest and ability to get stuff done.

I always thought that sketch would loose its potency if instead of being a guy on a bmx it was a 6'2" Arnold Swartznegger equivalent in a suit of adamantine full plate and a sword five long, moving through a series of small dark rooms.

I can't really see any grounds for separating 7th level magic from 6th except it is more powerful. It all breaks reality.

[edited text because I got ninja'd, then got ninja'd again lol. Kurt is one step ahead of me every time. He doesn't have the foresight spell up]


The Sword, you make it sound like I don't allow those characters. I LOVE those characters.


What is the average level of system mastery in each table?
I do not doubt that system mastery can expose issues in the ruleset, but I do wonder in how many of all tables where the game is played does it reach a point of becoming a problem?


Why would you assume they would make people heartbroken then?


They don't, because they evolve with level in my games.

I am proud to announce that since changing the rules, there is no longer caster power envy, nor do the caster players ever tease [not attack or insult, I don't game with people like that] their martials about not pulling their own weight.


kyrt-ryder wrote:
The Sword wrote:
I always thought that sketch would loose its potency if instead of being a guy on a bmx it was a 6'2" Arnold Swartznegger equivalent in a suit of adamantine full plate and a sword five long, moving through a series of small dark rooms.

Nah, not really. How much good is The Terminator really going to accomplish next to Angel Summoner?

Fully equip him with all the man-sized [including far too heavy for a man to actually use] weapons of our era and he becomes a little more useful... when the mission's only objective is death and destruction.

Fully equipped [sans bombs/nuclear weapons] Model T-800 Terminator is only a level 8-9 concept [either the peak of Tier 4 or the bottom of Tier 3], nothing more.

If you want to take Terminator up to Tier 4 you need the T-3000 [Nanobot Terminator]

Depends on if your dm plays smart enough for anything reasonably important to take protection from X spells.


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edduardco wrote:
Bluenose wrote:
You'll certainly annoy some of them. There's a very strong feeling that magic has to be special, and for a significant number that's achieved by being powerful - more powerful than what can be done without magic. Ergo, raising martials to the point where they can do things that are equal to casters means you have made magic not-special due to not being more powerful than non-magic. See in the 4e context the particular dislike for the Warlord, which could restore hit points comparably to classes that had traditionally done it with magic, and how some found it acceptable to 'shout hands back on' when that was only on a temporary basis.
Sorry but I have never encounter such statements in the forums, perhaps it was an isolated issue in 4e? I mean what if the argument wasn't that magic should be more powerful but different, that feel like magic.

Well let's just wait a day or so.

Drahliana Moonrunner wrote:
Anzyr wrote:
Well past level 6 martial classes need abilities that give them versatility. That includes combat versatility. Tome of Battle has a number of useful maneuvers that allow martials to have versatility on combat whether through moving through shadows, shrugging off damage, gaining blindsense, ignoring DR and hardness, restoring allies hp, running up walls, granting morale bonuses to checks, replacing saves, just plain not dying, using tactics to buff your allies and debuff enemies, etc. This is the kind of range of things a level 7+ marital should be getting access to.
In other words, you are looking for magical powers.
DrDeth wrote:
kyrt-ryder wrote:


Why should they have to switch? The concept of a mundane hero is an awesome one. It's 3.P's execution that is lacking, not the premise.

No, it's not. There are ten martial classes with spells, supernatural abilities and the like.

There is one class out of 35 that's pretty much 100% mundane.

Drahliana Moonrunner wrote:
kyrt-ryder wrote:
Anzyr may be looking for magical powers, I am not. However out of that list he provided the only actual magical power I see is 'moving through shadows.'
I would qualify "not dying" "running up walls" like Spiderman, as well as ignoring DR and hardness as magical powers, among others, given that it takes magical powers for any other class to do these. They may or may not be spells, but they're pretty much on the same level of out of the ordinary.
The Sword wrote:
if fighters could do the same things wizards can do why would wizards ever bother training to be a wizard.

And there it is. Spellcasters can have any ability they want - mundanes can't be allowed anything equal to it, and if they do then there's no point being a wizard.


Envall wrote:

What is the average level of system mastery in each table?

I do not doubt that system mastery can expose issues in the ruleset, but I do wonder in how many of all tables where the game is played does it reach a point of becoming a problem?

I would argue, system mastery may expose weaknesses, but a complete lack of self restraint is required to exploit them. Exploiting weaknesses in the system to gain an advantage in power is neither laudable, impressive nor particularly sociable in what is supposed to be a game.

It's the same people who in 40k scour the boards for an uber Death Star list, use formations from twelve different books and then wonder why nobody wants to play with them.


The Sword wrote:


Best character in our skull and shackles campaign - swashbuckler
Best character in our Warhammer Fantasy campaign - scout ranger
Best character in our northlands campaign - sword and shield fighter

Can you tell me more about each of these characters? The more the better.

I'd like to expand them up to Tier 4 or 5 as a thought experiment.


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kyrt-ryder wrote:
The Sword wrote:


Best character in our skull and shackles campaign - swashbuckler
Best character in our Warhammer Fantasy campaign - scout ranger
Best character in our northlands campaign - sword and shield fighter

Can you tell me more about each of these characters? The more the better.

I'd like to expand them up to Tier 4 or 5 as a thought experiment.

Kyrt, look man, I think you're missing the point.

He said, "These were great characters in our game."

And you instantly want to tear it down by using the tired, old, hyperbolic tier system.

I've NEVER seen a player heartbroken that the Wizard was doing things they couldn't in late game. Never.

I've never seen a player actually tease a martial for not pulling their weight. If the term "not pulling weight" ever came up at one of my tables I'd send the player packing instantly, I don't allow the WoW mindset in my games.


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The Sword wrote:
Envall wrote:

What is the average level of system mastery in each table?

I do not doubt that system mastery can expose issues in the ruleset, but I do wonder in how many of all tables where the game is played does it reach a point of becoming a problem?

I would argue, system mastery may expose weaknesses, but a complete lack of self restraint is required to exploit them. Exploiting weaknesses in the system to gain an advantage in power is neither laudable, impressive nor particularly sociable in what is supposed to be a game.

It's the same people who in 40k scour the boards for an uber Death Star list, use formations from twelve different books and then wonder why nobody wants to play with them.

Against. Nobody wants to play against them. In Pathfinder that person is your backup. Why wouldn't you want their help?

HWalsh wrote:

Negative Kyrt.

Why do YOU care about the power level of another character? That is the thing here. Most Martial players DON'T CARE if the Wizard has more power to alter the narrative than they do. They are having fun.

Why take that away from them because you want them to be more powerful?

This is like those old WoW issues where some jerk would kick someone from the group because their DPS wasn't within the desired range even though they were still succeeding.

While I hate to fill the bingo card, Pathfinder is (usually) a team game, played by (usually) more than one person. If one person in a party of four is dragging the others down, one person is happy and three people are unhappy. Those three people have a right to complain if (once again) Alice charged into the middle of the enemy, whiffed her attack, and got killed and is now demanding that they revive her. Or if Bob refuses to buy a ranged weapon and has spent the last six battles sitting on the ground waiting for something to come in range or demanding that the Magus cast Fly on him. Party members need to pull their own weight. They can contribute differently, in different situations, etc. but they need to do something that the party actually needs. Otherwise they're damaging the rest of the party's fun. If the Angel Summoner can summon the soul of Dave Mirra why would the party need the BMX Bandit?

Edit:

HWalsh wrote:

I've NEVER seen a player heartbroken that the Wizard was doing things they couldn't in late game. Never.

I've never seen a player actually tease a martial for not pulling their weight. If the term "not pulling weight" ever came up at one of my tables I'd send the player packing instantly, I don't allow the WoW mindset in my games.

Yo. Thankfully, we're not at your table. Don't worry though, I don't want to play with you either.


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Bob Bob Bob wrote:
*Snip*

Negative and nope. I've NEVER seen a player "drag the game down" in the manner you claim. I've seen a player get caught not having a ranged weapon and picked one up as soon as they could. I have NEVER seen this as an actual problem.

It doesn't happen.

The only places something like this could even conceivably happen is in PFS and even then I highly doubt it. At that point even you don't tell someone to, "Pull their weight."

EVER.

You might suggest, "Hey, it might be a good idea to pick up an X."

That isn't the, "Pull your weight!"

Situation.

I'm 100% serious. My games the goal is fun. If your version of fun is having other players play the way you want them to play then my reaction is to boot you so fast and hard from the group you'd have my shoe print embedded in your buttocks as a permanent reminder of the time you tried to turn a friendly game of fantasy and freaking pretend into a competitive event.


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I've had players feel crap because they realised they weren't pulling their weight compared to the 2/3 casters and full casters in the group. The others in the group weren't even optimised, they just picked cool stuff and accidentally eclipsed him.

At a certain point, the group decided the character would have to retire or we'd have to start a new campaign, because at that point it was like a sort of escort mission and the characters thought "okay, this is getting too extreme for that character to be thrown into adventures designed for accommodate characters as powerful as us".

We play for fun. We weren't being competitive. It was accidental. And yet, it still can happen.


HWalsh wrote:
Bob Bob Bob wrote:
*Snip*

Negative and nope. I've NEVER seen a player "drag the game down" in the manner you claim. I've seen a player get caught not having a ranged weapon and picked one up as soon as they could. I have NEVER seen this as an actual problem.

It doesn't happen.

The only places something like this could even conceivably happen is in PFS and even then I highly doubt it. At that point even you don't tell someone to, "Pull their weight."

EVER.

You might suggest, "Hey, it might be a good idea to pick up an X."

That isn't the, "Pull your weight!"

Situation.

I'm 100% serious. My games the goal is fun. If your version of fun is having other players play the way you want them to play then my reaction is to boot you so fast and hard from the group you'd have my shoe print embedded in your buttocks as a permanent reminder of the time you tried to turn a friendly game of fantasy and freaking pretend into a competitive event.

And you've played with literally every player in existence? Because I don't think I've met you and I've played the game. Just because something hasn't happened to you doesn't mean it hasn't happened.

Player 1. Girl the GM was trying to hook up with. Didn't know the game (that's fine) and was never going to learn because the GM would just "make stuff happen" when she wanted it. Had a pet that wasn't allowed to die. If she did act in combat, it was always an instant win. Party always had to do what she wanted, because duh. Soul-suckingly unfun. I didn't stick around.

Player 2. Newish GM, moderately experienced (but poor system mastery) player. Higher level characters. Everyone is told they're going on a sea voyage to start. Player literally only has a single weapon (melee) and no means of flight. Spends the first battle on the boat doing nothing, the next three battles (also at sea) borrowed someone else's bow (no feats to help with archery though). Battles were much harder because the GM had built "appropriate for four people" encounters and that wasn't true. Combat dragged on (unfun) and GM got gun-shy (making future encounters too easy, also unfun). GM never GMed after that (that I know of).

Player 1 (and the GM) were not redeemable. Another player had dumpster-dived to make a "cool trick". Player 1 thought it was cool so the GM let her do it too... as often as she wanted and with no save or attack roll. The player who had worked to make the trick did not enjoy that, since that was the whole reason he made his character. Player 2 we still regularly check if he has some way of doing ranged combat (he tends to hyperspecialize). He hasn't complained about it yet. He has complained about how spellcasters seem to get all the cool stuff.

It's not "pull your weight", that's just the easiest metaphor. It's "you should try to have something you can do in every situation". I didn't tell Player 2 he needed to use a composite longbow. I told him he needed to be able to do something if he can't reach the opponent with his sword. Potion of Fly, ranged weapon, whatever he wants. Just, he can't sit around twiddling his thumbs while the rest of the party is fighting. If a player willfully avoids trying to always have stuff to do then they're purposefully choosing to make things harder for the rest of the party. Some players might enjoy that, others will not (every time I experienced it they did not). If one player is making things less fun for the other three, that one player is the one at fault.

I play Pathfinder to have fun too, what a surprise. I enjoy the playing more than the building (characters) so I don't have fun if the game ends immediately because of a TPK. Especially an avoidable one. Or if I show up with the character I said I would build and find that the party needs a couple other roles filled as well and some other players (possibly just one) are responsible for the problem and/or unwilling to help so I (and possibly others) have to rebuild. Any time I have to start building again so my character doesn't die because of another player, I'm not having fun and that player is responsible.

I already said I don't want to play with you, I'm not sure why you brought it up. I wouldn't let you play in my group either if you made a character who was intentionally bad and dragged down the rest of the group. We play the game differently. That's fine. I still say that if one person in the group is making things less fun for the rest of the group they need to either stop it or leave. And making a character who is intentionally bad at the game makes the game less fun for some people. Me, for instance. Again, just because you personally haven't seen it, doesn't mean it never happens.


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They aren't Fighter vs Wizard problems. Those are bad encounter design, poor GM and bad advice for new characters.


HWalsh wrote:
kyrt-ryder wrote:
The Sword wrote:


Best character in our skull and shackles campaign - swashbuckler
Best character in our Warhammer Fantasy campaign - scout ranger
Best character in our northlands campaign - sword and shield fighter

Can you tell me more about each of these characters? The more the better.

I'd like to expand them up to Tier 4 or 5 as a thought experiment.

Kyrt, look man, I think you're missing the point.

He said, "These were great characters in our game."

And you instantly want to tear it down by using the tired, old, hyperbolic tier system.

No I didn't. I've been discussing the Tiers of Play rather than the 'class tiers' of which you speak.

@ The Sword: I would still like to do that thought experiment, if you are willing to tell me more about those characters.


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HWalsh wrote:
Bob Bob Bob wrote:
*Snip*

Negative and nope. I've NEVER seen a player "drag the game down" in the manner you claim. I've seen a player get caught not having a ranged weapon and picked one up as soon as they could. I have NEVER seen this as an actual problem.

It doesn't happen.

The only places something like this could even conceivably happen is in PFS and even then I highly doubt it. At that point even you don't tell someone to, "Pull their weight."

EVER.

You might suggest, "Hey, it might be a good idea to pick up an X."

That isn't the, "Pull your weight!"

Situation.

I'm 100% serious. My games the goal is fun. If your version of fun is having other players play the way you want them to play then my reaction is to boot you so fast and hard from the group you'd have my shoe print embedded in your buttocks as a permanent reminder of the time you tried to turn a friendly game of fantasy and freaking pretend into a competitive event.

Person: I sprained my ankle.

You: Sprained ankles don't exist, you're just walking wrong.

That's the majority of your posts in this thread btw.


kyrt-ryder wrote:
HWalsh wrote:
kyrt-ryder wrote:
The Sword wrote:


Best character in our skull and shackles campaign - swashbuckler
Best character in our Warhammer Fantasy campaign - scout ranger
Best character in our northlands campaign - sword and shield fighter

Can you tell me more about each of these characters? The more the better.

I'd like to expand them up to Tier 4 or 5 as a thought experiment.

Kyrt, look man, I think you're missing the point.

He said, "These were great characters in our game."

And you instantly want to tear it down by using the tired, old, hyperbolic tier system.

No I didn't. I've been discussing the Tiers of Play rather than the 'class tiers' of which you speak.

@ The Sword: I would still like to do that thought experiment, if you are willing to tell me more about those characters.

I don't understand the premise of your suggestion? Aren't your tiers based on levels? What makes them tier 3?

None were my character by the way I either played alongside them,or in the case of the shackles DM'd for them.


I didn't say that they are Tier 3, that would depend on what level they reached and if they had abilities appropriate to Tier 3 at that level.

I just thought it would be interesting and thought provoking to take those characters and level them up as I would in my own games.

Outside observer/partymate information is fine.


Astrid was chosen of the Valkyri, she fought with a long sword taken from the barrow of the last king of the seal-folk. She was the guardian of the Jarl's daughter and a key adviser to the Jarl (my character). Build wise she was fighter with specialising in shield and two weapon - high AC, large numbers of attacks with a fair few methods of adding combat manouvers. Medium hit points. Would generally tank and debuff key enemies.

Henry Avery was a swashbuckler, captain of the Wormwood who was incredibly mobile did large amounts of damage and debuffed enemies. He defeated several BBEG's single handed because of high AC/Dex and debuffs. Including a magus who was several levels higher than him.

Adelbert was a ranger specialising in bow in a typical above ground journey adventure (with several dungeons) His feats meant he could deal huge amounts of damage every round wherever he wanted while still being tough enough to take damage if he needed to. His sheer damage output was enough to drop many enemies before they got to act and he would pick targets where they were most needed. He could do 3 X the damage of the party wizard without criticals depending on the make up of the foe.

These guys were part of experienced gaming groups. Which contained casters and the player didn't hang their head in shame or embarrassment about not fighting. Incidentally the ranger could easily have been a fighter as the scout abilities and favoured enemy only came into effect in some combats.


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HWalsh wrote:
I've NEVER seen a player heartbroken that the Wizard was doing things they couldn't in late game. Never.

I have. Close to a dozen times actually.

Quote:
I've never seen a player actually tease a martial for not pulling their weight. If the term "not pulling weight" ever came up at one of my tables I'd send the player packing instantly, I don't allow the WoW mindset in my games.

Where are you getting this WoW mindset idea from?

I didn't say the casters in my group were b%!%~ing at the other players for dragging them down. Rather, I try to foster a friendly atmosphere in my groups and good-natured-ribbing is often part and parcel of that. [Yes, I know this is a reference to the old JaronK tiers, but the same tiers that are low in that typically fail to scale with level.]


Irontruth wrote:


If the best solution you have is to not play the class, that means there's something wrong with the class.

You're right, I avoid the class. I love playing simple classes from time to time, but Fighter is dull, boring and offers nothing as a class. I WANT to play Fighters. The idea of a zero-magic class appeals to me. Why is it so sacrilege to ask for one that is actually useful in a world of...

The solution is for the people who dont want to play a mundane class- to not play a mundane class.

Just like if you dont like playing spellcasters- then dont.

35 classes. Find a few you like. Dont play the ones you dont like.

And it's just your opinion that fighters are not useful, since our Fighter, in RotRL was the most dangerous character in the party.


PossibleCabbage wrote:
DrDeth wrote:
There is one class out of 35 that's pretty much 100% mundane.
I count Fighter, Swashbuckler, Rogue, and Gunslinger.

Rogue can cast spells etc, especially in archetype, like Ninja.

Like I said, Guns are pretty much "magic" in PF.


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Bear in mind, these are only three potential options often there are a solid handful of different ways to interpret a character's evolution up through the tiers.

The first one is going to be more supernatural than the others by virtue of her character

The Sword wrote:
Astrid was chosen of the Valkyri, she fought with a long sword taken from the barrow of the last king of the seal-folk. She was the guardian of the Jarl's daughter and a key adviser to the Jarl (my character). Build wise she was fighter with specialising in shield and two weapon - high AC, large numbers of attacks with a fair few methods of adding combat manouvers. Medium hit points. Would generally tank and debuff key enemies.

Tier 1: Pretty standard Sword and Board combatant.

Tier 2: Starts to show signs of the Valkyrie's blessings. She's 'lighter' on her feet when she wants to be, but solid as a rock when she needs to be. Excels in combat maneuvers and mobility and actually delivers those 'large numbers of attacks' while moving about the battlefield.

Also shows signs of advanced tactical acumen, gaining the ability to subtly guide the battle according to her will as a Valkyrie Candidate.

Tier 3: becomes a Valkyrie-in-the-making, gaining wings, greater battle sense and superior perception of both sides of a conflict, what they're doing and what is happening to them. Furthermore, her weapons bond to her, gaining the ability to be thrown as accurately/freely as Captain America's Shield or Zena's Chakram and always return to the point of her choosing immediately after the attack sequence.

Gains her choice of a Raven Familiar or a Wolf Animal Companion. The wolf comes with Air Walk as a Spell Like Ability.

Tier 4: ascends and becomes a Vakyrie, gaining immense physical power and resilience, as well as minor influence over causality. Valkyrie hold the power to 'Choose the Slain' and as such she gains the ability to force rerolls, both for the benefit of herself and her allies and to the detriment of her enemies.

Tier 5: transcends Valkyrie, becoming Goddess over the Valkyrie, with the ability to call on the aid of a small squad of Valkyrie as needed, and the ability to 'Choose the slain' and outright reject the death of those she cherishes [within certain limits of course. Basically an At-Will Breath of Life.]

By the 5th Tier her mobility and physical power are immense, flying to the opposite end of the world should take less than an hour. Were she to truly do battle to her utmost limit with enemies of equal power, the ecology would be devastated... if the geology survived.

In Golarion terms she becomes the left hand of Pharasma.


Milo v3 wrote:
Drahliana Moonrunner wrote:
In other words, you are looking for magical powers.
Only a single thing on that list was magical (moving through shadows).

Shrugging off damage= Barbarian

gaining blindsense= Combat feats (also pretty magical or at least supernatural)

ignoring DR and hardness= Monk, etc

restoring allies hp= Ranger, inquisitor, Warpreist, Paladin. (and that's pretty magical, unless you're thinking a real good heal check)

running up walls= Monk, etc

granting morale bonuses to checks= Cavalier

just plain not dying= Fighter and barbarian archetypes

using tactics to buff your allies and debuff enemies= Cavalier, and various archetypes.

There ya go- all can be done is PF with martial classes.


Not all casters know what they are doing. Doably so for martials. The iconics are power gaming munchkins at many tables.

Most of the people bothering to read or post in a forum could stroll into any of these tables as any class and basically be a God.

Casters have more moving parts and will always be more powerful for those who know the game. The disparity is inevitable. The best that can ever be done is mitigation.

Making casters less fun is the worst way because all you do is alienate your devoted audience.

What could happen is more work to give martials more strategic options. But it has to make sense. I would probably cap martial levels at a certain point and have further growth be done through the mastery of artifacts or magical gear. Saitama is great and all but he translate poorly to a table top. He's either op or useless. Nothing in between. I don't think the wuxia approach works well mechanically without basically giving martials spells. In the end, they will just have to get spells and like it.


Rhedyn wrote:
I don't think the wuxia approach works well mechanically without basically giving martials spells.

Why?


The Sword wrote:
Milo v3 wrote:
The Sword wrote:
Surely demi-God status is what mythic is for? The ability to not die and/or high star points/templates.
Why do martials have to be mythic to do demi-god status stuff while caster don't need a single mythic rank to do god status stuff?
Because he takes weaker physical attributes and reduced hp, and protection in order to be able to use magic.

But those are weaknesses that don't actually weaken the caster. He doesn't actually need strong physical attributes and he can compensate for reduced hp with magic.

Here's a fun thought experiment: Take a Wizard and increase his HD to 1d10 (and make him full BAB). Is he remarkably stronger now? Can he do wonderful new things that he couldn't before? Or is he just better off casting like he always has, and ignoring the urge to use his newfound fighting prowess?

Quote:


It isn't that it's Demi-God equivalent stuff it's that it's magic, which by definition breaks reality. Casters can also use magic to make fighters better. It's called teamwork. Haste, fly, magic weapon, keen edge, enlarge, are all much better cast on the fighter than on the wizard.

A fighter relies on the wizard, but the wizard doesn't really rely on the fighter. That's not teamwork; that's dependency.


DrDeth wrote:
Milo v3 wrote:
Drahliana Moonrunner wrote:
In other words, you are looking for magical powers.
Only a single thing on that list was magical (moving through shadows).

Shrugging off damage= Barbarian

gaining blindsense= Combat feats (also pretty magical or at least supernatural)

ignoring DR and hardness= Monk, etc

restoring allies hp= Ranger, inquisitor, Warpreist, Paladin. (and that's pretty magical, unless you're thinking a real good heal check)

running up walls= Monk, etc

granting morale bonuses to checks= Cavalier

just plain not dying= Fighter and barbarian archetypes

using tactics to buff your allies and debuff enemies= Cavalier, and various archetypes.

There ya go- all can be done is PF with martial classes.

Combat versatility is about having access to lots of options. You will note that while some classes have (generally pretty weak) version of those, they are limited in options and therefore do not have the combat versatility I spoke of.

I can assure GMs that have never seen the disparity in action that is very real and depends largely on if you as a GM play enemy monsters to their intelligence. If high level monsters make full use of their SLAs and SU abilities, you may find your martial characters will be either very frustrated or very reliant on the casters help. Some players will realize how dependent their ability to function at all is on casters and be disappointed as is the case with the Monk I DM'd. Of course it is entirely possible to stay ignorant of it like the Samurai in my campaign was. He kind of caught on about Combat Maneuvers becoming much less useful at high levels, but beyond that did not realize how reliant he was on buffs to function.

For those interested I've posted them before but here's the two stories:

Monk Story:
Mind you he did not realize how bad the Monk class was until he was 13 levels in. So in fairness him watching the Caster sling around 7th Level Spells was a contributing factor. Also while his AC was the best amongst the party at the start of the campaign and he was often difficult for enemies to hit by this point most enemies were capable of hitting him with reasonable reliably (Dex/Wis focused). On the flip side, even with +4 Magic Fang he was having trouble hitting the enemies reliably and since he was using Magic Fang, Greater for +hit/dmg, DR made those attacks that did land underwhelming. Also while he would often serve as the party's walking "trap detector" relying on his high saves to keep him safe, when high level spells/abilities got tossed around the 1's he rolled subjected him to much nastier effects then they had at lower levels. Intelligent high leveled enemies would frequently ignore him after his attacks missed/did low damage. The only thing he really had over the other players at this point was that his saves were higher than theirs, which didn't give him much to enjoy.

Still the end of the campaign was happy(?) for him as with help from the party Sorcerer, they succeeded in betraying the party and retrieving a divine artifact for their new employer, despite the BBEG and the rest of the party (temporarily) joining forces to prevent their escape.

Samurai Story:
Time for a high level campaign story (this isn't the Monk one although that is relevant). This involves a high level Samurai. Sure when he could get a full attack in he usually splattered an enemy. The problem was that enemies rarely gave him this opportunity (because I play my enemies with their given INT. In particular a Huge Half-Fiend Elder Fire Elemental (The Hellpyre) was able to grapple him easily to give him a lavabath that tore chunks off his hitpoints (the Cleric was able to use Heal to prevent death). The other characters were not in melee range and thus did not have to contend with AoOs and while I use Half-Fiend elementals thanks to their high SR (for their CR), they could rely on conjurations to reduce the HellPyre's effectiveness without ever putting themselves at much risk.

Unlike the Monk from my other example, the Samurai never realized that his contribution was solely his ability to splatter an enemy and that only really kicked in when he could get in a full attack which was very rare. Meanwhile, the Cleric, Wizard and Ranger (Archer based) had no such problems. The Archer didn't deal as much damage as the Samurai did when full attacking, but he did it more frequently and the damage output was still high, while the casters mostly focused on SoS/Buffs. I should note his CHA was low and he didn't do much outside of combat, though the player did not seem very interested in that. The Cleric meanwhile helped to promote a minor goddess and the Wizard started his own sellsword organization. The Ranger was mostly gathering information about the West (where he was originally from) as it has been being significantly restructured after a demonic incursion 20 years prior to the campaign, with Hextor (I use 3.5 Gods) gaining a significant foothold there.


kyrt-ryder wrote:
Rhedyn wrote:
I don't think the wuxia approach works well mechanically without basically giving martials spells.
Why?

Because to the martial haters anything that a level 6 or lower person could not do (ie. what someone in real life could not do) is magic. Even if it isn't.


@ Anzyr: I am interested your thoughts on the Valkyrie progression I posted a bit upthread.


kyrt-ryder wrote:
@ Anzyr: I am interested your thoughts on the Valkyrie progression I posted a bit upthread.

Very nicely done. That's the kind of progression that would actually match the way PF progresses. At level 1, you are keeping the Farmers safe from Goblins. At level 20, you are punching literal lords of the abyss in the face, because lets be honest someone has to. I would let the Valkyrie gain an ability to do a boosted non-magic Breath of Life for someone in Tier 4, or themselves automatically if they have uses left. Then as planned get it at-will at 5th tier.


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DrDeth wrote:
Irontruth wrote:


If the best solution you have is to not play the class, that means there's something wrong with the class.

You're right, I avoid the class. I love playing simple classes from time to time, but Fighter is dull, boring and offers nothing as a class. I WANT to play Fighters. The idea of a zero-magic class appeals to me. Why is it so sacrilege to ask for one that is actually useful in a world of...

The solution is for the people who dont want to play a mundane class- to not play a mundane class.

Just like if you dont like playing spellcasters- then dont.

35 classes. Find a few you like. Dont play the ones you dont like.

And it's just your opinion that fighters are not useful, since our Fighter, in RotRL was the most dangerous character in the party.

DrDeth, why am I not allowed to change the Fighter class to better suit my needs?

And if I am allowed, why are you spending so much time and energy telling me I can't/shouldn't?

No one here is on the dev team, no one here can tell the dev team what to change. So basically, all you're doing is spending time and energy telling people that the house rules they want to try are wrong. No one is saying that YOU are required to adopt these changes.

So, if these changes have zero effect on you... why do you care?


kyrt-ryder wrote:
By the 5th Tier her mobility and physical power are immense, flying to the opposite end of the world should take less than an hour. Were she to truly do battle to her utmost limit with enemies of equal power, the ecology would be devastated... if the geology survived.

Actually, could you elaborate on this a bit? Not just on this in particular, but more in general on how you've several times now talked about the need to boost martials up to this kind of level, to balance the fact that casters "don't need a single mythic rank to do god status stuff".

Now, I know that the martial/caster disparity exists. I've seen it in action. But I can't help but feel that this is still overstating the extent for straight-up Pathfinder casters. What exactly can Pathfinder casters do that's comparable, RAW, that could induce devastation on a geological scale?

(I mean, Tsunami can wreck a 200' x 150' area, and Meteor Swarm can give you four 40' radius explosions. Earthquake gets you out to 80', and I do vaguely recall a couple more less prominent spells that managed to have effects in the kilometer or greater range, although the names are escaping me at the moment. But even that is pretty small potatoes stacked up against the scale of "wreck the world's ecological system" levels of power that I know Saitama operates under, and it seems these new martial approaches do as well.)


claymade wrote:
kyrt-ryder wrote:
By the 5th Tier her mobility and physical power are immense, flying to the opposite end of the world should take less than an hour. Were she to truly do battle to her utmost limit with enemies of equal power, the ecology would be devastated... if the geology survived.

Actually, could you elaborate on this a bit? Not just on this in particular, but more in general on how you've several times now talked about the need to boost martials up to this kind of level, to balance the fact that casters "don't need a single mythic rank to do god status stuff".

Now, I know that the martial/caster disparity exists. I've seen it in action. But I can't help but feel that this is still overstating the extent for straight-up Pathfinder casters. What exactly can Pathfinder casters do that's comparable, RAW, that could induce devastation on a geological scale?

(I mean, Tsunami can wreck a 200' x 150' area, and Meteor Swarm can give you four 40' radius explosions. Earthquake gets you out to 80', and I do vaguely recall a couple more less prominent spells that managed to have effects in the kilometer or greater range, although the names are escaping me at the moment. But even that is pretty small potatoes stacked up against the scale of "wreck the world's ecological system" levels of power that I know Saitama operates under, and it seems these new martial approaches do as well.)

The only reason the aforementioned spells lack the destructive force of their themes is a deliberate act from the game designers to protect the setting and make no sense.

Couple that with the ability of casters to access a number of auch world shaking spells, to shapecha ge into or Gate any number of eldritch abominations or even freeze Time itself or create thwir own demiplane to rule over as Jehova does ours within Judeo-Christian beliefs...

And you see how martials aren't even playing the same game.


@claymade

The spells Control Weather (lvl 7) and Control Winds (lvl 5) are examples of mass destruction spells.

At 12th level, the caster of Control Winds can create a Hurricane with a 480' radius that lasts for 2 hours. This can travel in any direction the caster chooses. At 15th level, it's tornados in a 600' radius that lasts for 2.5 hours.

At 13th level, the caster of Control Weather can cause a seasonally appropriate catastrophe to occur for up two two days in a 2 mile radius circle.

Of course, we're ignoring the ramifications of spells like Lightning Bolt, Cloudkill, Blasphemy or Summoning a Fire Elemental on the local area.

Edit: Epidemic (clc 6, wiz 7) and Cursed Earth (clc/wiz 9) are two more spells designed to wreak havoc on a community.


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Milo v3 wrote:
The Sword wrote:
Surely demi-God status is what mythic is for? The ability to not die and/or high star points/templates.
Why do martials have to be mythic to do demi-god status stuff while caster don't need a single mythic rank to do god status stuff?

"Because MAGIC."


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Please tell me that is sarcasm Arbane, because otherwise that's...

...

...terrible.


I think people might actually be resistant to letting "mundane" characters do things that are improbable/unrealistic/difficult to explain in a way that they're not resistant to letting "people with magic" do similarly impactful things, just because you can handwave all sorts of issues with "it's magic".

I mean, it's not good to do this, but I think people do sometimes.


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To the OP... not long ago I restricted full-casters from my game, allowing only martials and partial casters and reserving Clerics, Wizards, etc. for as key NPC's and villains. Its worked spectacularly well and I've never looked back.


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Magicians are godly because GMs don't "prey upon" their weaknesses and flaws, because that would be terrible, or at least seem like picking on them. The combat system itself limits fighters, since that is what it is designed for. Without magic providing wildness and weirdness the game would lose a lot of interest, but to have magic be what we want it to be, it has to be so diverse that you cannot reasonably balance or limit it. Sometimes it enhances, sometimes it detracts, and it is mostly an issue when someone is being a jerk. This happens with martials too, but it is easier for the system to spot and deal with martial abuses.

Since experiences and play balance vary by table, and there are players and posters who LIVE for the imbalances, all these threads end up venting and baiting. Trollhavens.


I really haven't seen much if any trolling in this thread Daw.

Maybe just a bit from the nonbelievers who love to jump into these threads to reject/debate the disparity's existence/severity.

... Kind of like Global Warming discussions now that I think about it. [Full disclosure I fully believe we're effing the earth up but I'm of the opinion carbon isn't the boogieman it's been made out to be.]


This one has been pretty civil, but we have gone 648 posts with no real agreements, because the issue is mostly personal tastes and a lot of emotional baggage. Some people would love to play limited magic sometimes or all the time, and some people would just hate it. Since Pathfinder does tend to attract people who are highly invested in rules uniformity, this can be an issue.


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Daw wrote:
This one has been pretty civil, but we have gone 648 posts with no real agreements, because the issue is mostly personal tastes and a lot of emotional baggage. Some people would love to play limited magic sometimes or all the time, and some people would just hate it. Since Pathfinder does tend to attract people who are highly invested in rules uniformity, this can be an issue.

The real issue is that there are people who want to play E6, but for some reason want to write down Level 20 Fighter. They say they want to be Aragorn, but they don't want to cap the campaign at level 6. It's very bizarre because they could play Aragorn, have (somewhat) limited magic, and not have anything (overtly) superhuman if they would just stick to the first five levels of the game. The solution to literally all of their issues is to just limit their leveling, but for some reason are compelled to want a level 10+ Aragorn and in doing so make level 10+ incorrectly limited by a what is really a level 5-6 character.

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